/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef VERTICAL_STACK_H
#define VERTICAL_STACK_H

class VerticalStack : public Test
{
public:

    enum
    {
        e_columnCount = 5,
        e_rowCount = 16
        //e_columnCount = 1,
        //e_rowCount = 1
    };

    VerticalStack()
    {
        {
            b2BodyDef bd;
            b2Body* ground = m_world->CreateBody(&bd);

            b2EdgeShape shape;
            shape.Set(b2Vec2(-40.0f, 0.0f), b2Vec2(40.0f, 0.0f));
            ground->CreateFixture(&shape, 0.0f);

            shape.Set(b2Vec2(20.0f, 0.0f), b2Vec2(20.0f, 20.0f));
            ground->CreateFixture(&shape, 0.0f);
        }

        float32 xs[5] = {0.0f, -10.0f, -5.0f, 5.0f, 10.0f};

        for (int32 j = 0; j < e_columnCount; ++j)
        {
            b2PolygonShape shape;
            shape.SetAsBox(0.5f, 0.5f);

            b2FixtureDef fd;
            fd.shape = &shape;
            fd.density = 1.0f;
            fd.friction = 0.3f;

            for (int i = 0; i < e_rowCount; ++i)
            {
                b2BodyDef bd;
                bd.type = b2_dynamicBody;

                int32 n = j * e_rowCount + i;
                b2Assert(n < e_rowCount * e_columnCount);
                m_indices[n] = n;
                bd.userData = m_indices + n;

                float32 x = 0.0f;
                //float32 x = RandomFloat(-0.02f, 0.02f);
                //float32 x = i % 2 == 0 ? -0.025f : 0.025f;
                bd.position.Set(xs[j] + x, 0.752f + 1.54f * i);
                b2Body* body = m_world->CreateBody(&bd);

                m_bodies[n] = body;

                body->CreateFixture(&fd);
            }
        }

        m_bullet = NULL;
    }

    void Keyboard(unsigned char key)
    {
        switch (key)
        {
        case ',':
            if (m_bullet != NULL)
            {
                m_world->DestroyBody(m_bullet);
                m_bullet = NULL;
            }

            {
                b2CircleShape shape;
                shape.m_radius = 0.25f;

                b2FixtureDef fd;
                fd.shape = &shape;
                fd.density = 20.0f;
                fd.restitution = 0.05f;

                b2BodyDef bd;
                bd.type = b2_dynamicBody;
                bd.bullet = true;
                bd.position.Set(-31.0f, 5.0f);

                m_bullet = m_world->CreateBody(&bd);
                m_bullet->CreateFixture(&fd);

                m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
            }
            break;
        }
    }

    void Step(Settings* settings)
    {
        Test::Step(settings);
        m_debugDraw.DrawString(5, m_textLine, "Press: (,) to launch a bullet.");
        m_textLine += 15;

        //if (m_stepCount == 300)
        //{
        //  if (m_bullet != NULL)
        //  {
        //      m_world->DestroyBody(m_bullet);
        //      m_bullet = NULL;
        //  }

        //  {
        //      b2CircleShape shape;
        //      shape.m_radius = 0.25f;

        //      b2FixtureDef fd;
        //      fd.shape = &shape;
        //      fd.density = 20.0f;
        //      fd.restitution = 0.05f;

        //      b2BodyDef bd;
        //      bd.type = b2_dynamicBody;
        //      bd.bullet = true;
        //      bd.position.Set(-31.0f, 5.0f);

        //      m_bullet = m_world->CreateBody(&bd);
        //      m_bullet->CreateFixture(&fd);

        //      m_bullet->SetLinearVelocity(b2Vec2(400.0f, 0.0f));
        //  }
        //}
    }

    static Test* Create()
    {
        return new VerticalStack;
    }

    b2Body* m_bullet;
    b2Body* m_bodies[e_rowCount * e_columnCount];
    int32 m_indices[e_rowCount * e_columnCount];
};

#endif
